glob2-devel
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [glob2-devel] Is this project dead?


From: dryad
Subject: Re: [glob2-devel] Is this project dead?
Date: Fri, 27 Dec 2019 23:35:12 +0000
User-agent: Roundcube Webmail/1.3.8

Either 2D or 3D i think that some coherent guidlines for style, theme, colors and so on should be defined. I remember that a steampunk style was proposed, but honestly in the current state it just looks like a mix of everything^^

Anyone willing to discuss it?

On 2019-12-27 23:22, Leo Wandersleb wrote:
Hi

I would love to see attribution of BB commits on my GH account.

I am totally fine with the 2d version. Main issues were bugs and gameplay inconsistencies, not the lack of tilting cameras. In RTS I don't like tilting
the camera, to not lose orientation.

Let me know what a good IDE is for C++. I doubt I will have time but I would
like to re-learn coding in C++, too.

The maintainer is Kyle. He created the repo :D

On 12/28/19 10:05 AM, Stéphane Magnenat wrote:
Hi,

I saw the move to github, it's great, thanks a lot for doing it! I have started a mailmap file [1], currently adding Leo, Bradley, Martin and I. This file let git log to remap old mercurial authors to existing github users. Do people like it? If so, I can ask the people I know and who are not on the mailing list what
users they want.

On 26.12.19 22:08, Kyle L wrote:
Yes! It would be really cool to create Globulation3D! I tried creating a globule once in blender. From that experience I decided I'm not the right one to be doing graphics. My thought was to pick some subreddits and spam asking
for help creating 3D assets. What were you thinking?

Globules were rendered in Blender at some point in 2004 (originally they were made for Glob1 in 1999 with a MacOS classic renderer whose name I forgot), you
can find them here:

https://github.com/Globulation2/glob2/tree/master/datasrc/gfx/globules

Regarding the most urgent things to do, I agree with Kyle about the networking code, sending UDP packets with NAT-hacking headers is clearly not the way to go in 2020. Nowadays, if we want P2P we could try to go for WebSocket, but if we accept a slightly larger latency and a tiny server forwarding the packets, we could massively simplify the network protocol. Given the work force available, that is probably the way to go, but if someone is motivated to re-implement the
current distributed communication using WebSocket or a similar modern
technology, it's great of course. I'm available to answer questions regarding
the design of the network protocol.

I am not sure that the current 2D visual design is blocking Globulation in any way, but of course if people are motivated to do a 3D version, that's great. Maybe the easiest is to create an abstraction so that the engine and the rendering are only tightly coupled, this could even be extended to a model where only input events and delta on drawing lists are streamed through the network.

For the sake of evolvability of the project, the most critical piece that needs refactoring IMHO are the unit and building finite state machines, that should be implemented using co-routine/async programming. These FSA were a nightware to debug, and to do any change one needs to reconstruct them on a large paper. If nothing bad happens, stackless co-routine/async should be in C++ 2020 [2] and
that could be a good way to start that refactoring.

I had a brief look at some random pieces of code (such as Building.h and Unit.h), it should not be too hard to do incremental modernization with a proper
IDE with good refactoring tools.

Btw, do we actually have a maintainer?

I hope this helps!

cheers,

Stéphane

[1] https://github.com/Globulation2/glob2/pull/5
[2] https://en.cppreference.com/w/cpp/language/coroutines


_______________________________________________
glob2-devel mailing list
address@hidden
https://lists.nongnu.org/mailman/listinfo/glob2-devel



reply via email to

[Prev in Thread] Current Thread [Next in Thread]